*/
#include "angband.h"
+#include "floor.h"
+#include "generate.h"
#include "grid.h"
+#include "monster.h"
+#include "quest.h"
+#include "wild.h"
+#include "spells-floor.h"
+#include "monster-status.h"
-static s16b new_floor_id; /*!<次のフロアのID / floor_id of the destination */
+static FLOOR_IDX new_floor_id; /*!<次のフロアのID / floor_id of the destination */
static u32b change_floor_mode; /*!<フロア移行処理に関するフラグ / Mode flags for changing floor */
static u32b latest_visit_mark; /*!<フロアを渡った回数?(確認中) / Max number of visit_mark */
{
if (!force)
{
-#ifdef JP
- msg_print("エラー:古いテンポラリ・ファイルが残っています。");
- msg_print("変愚蛮怒を二重に起動していないか確認してください。");
- msg_print("過去に変愚蛮怒がクラッシュした場合は一時ファイルを");
- msg_print("強制的に削除して実行を続けられます。");
- if (!get_check("強制的に削除してもよろしいですか?")) quit("実行中止");
-#else
- msg_print("Error: There are old temporal files.");
- msg_print("Make sure you are not running two game processes simultaneously.");
- msg_print("If the temporal files are garbages of old crashed process, ");
- msg_print("you can delete it safely.");
- if (!get_check("Do you delete old temporal files? ")) quit("Aborted.");
-#endif
+ msg_print(_("エラー:古いテンポラリ・ファイルが残っています。", "Error: There are old temporal files."));
+ msg_print(_("変愚蛮怒を二重に起動していないか確認してください。", "Make sure you are not running two game processes simultaneously."));
+ msg_print(_("過去に変愚蛮怒がクラッシュした場合は一時ファイルを", "If the temporal files are garbages of old crashed process, "));
+ msg_print(_("強制的に削除して実行を続けられます。", "you can delete it safely."));
+ if (!get_check(_("強制的に削除してもよろしいですか?", "Do you delete old temporal files? ")))
+ quit(_("実行中止", "Aborted."));
force = TRUE;
}
}
* @param floor_id 保存フロアID
* @return IDに対応する保存フロアのポインタ、ない場合はNULLを返す。
*/
-saved_floor_type *get_sf_ptr(s16b floor_id)
+saved_floor_type *get_sf_ptr(FLOOR_IDX floor_id)
{
int i;
static void kill_saved_floor(saved_floor_type *sf_ptr)
{
char floor_savefile[1024];
-
- /* Paranoia */
if (!sf_ptr) return;
/* Already empty */
* @details
* If number of saved floors are already MAX_SAVED_FLOORS, kill the oldest one.
*/
-s16b get_new_floor_id(void)
+FLOOR_IDX get_new_floor_id(void)
{
saved_floor_type *sf_ptr = NULL;
- s16b i;
+ FLOOR_IDX i;
/* Look for empty space */
for (i = 0; i < MAX_SAVED_FLOORS; i++)
sf_ptr->visit_mark = latest_visit_mark++;
/* sf_ptr->dun_level may be changed later */
- sf_ptr->dun_level = dun_level;
+ sf_ptr->dun_level = current_floor_ptr->dun_level;
/* Increment number of floor_id */
*/
static void build_dead_end(void)
{
- int x,y;
+ POSITION x, y;
- /* Clear and empty the cave */
+ /* Clear and empty the current_floor_ptr->grid_array */
clear_cave();
/* Fill the arrays of floors and walls in the good proportions */
set_floor_and_wall(0);
/* Smallest area */
- cur_hgt = SCREEN_HGT;
- cur_wid = SCREEN_WID;
+ current_floor_ptr->height = SCREEN_HGT;
+ current_floor_ptr->width = SCREEN_WID;
/* Filled with permanent walls */
for (y = 0; y < MAX_HGT; y++)
}
/* Place at center of the floor */
- p_ptr->y = cur_hgt / 2;
- p_ptr->x = cur_wid / 2;
+ p_ptr->y = current_floor_ptr->height / 2;
+ p_ptr->x = current_floor_ptr->width / 2;
/* Give one square */
place_floor_bold(p_ptr->y, p_ptr->x);
- wipe_generate_cave_flags();
+ wipe_generate_random_floor_flags();
}
if (p_ptr->riding)
{
- monster_type *m_ptr = &m_list[p_ptr->riding];
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[p_ptr->riding];
/* Pet of other pet don't follow. */
if (m_ptr->parent_m_idx)
{
for (i = m_max - 1, num = 1; (i >= 1 && num < MAX_PARTY_MON); i--)
{
- monster_type *m_ptr = &m_list[i];
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
- if (!m_ptr->r_idx) continue;
+ if (!monster_is_valid(m_ptr)) continue;
if (!is_pet(m_ptr)) continue;
if (i == p_ptr->riding) continue;
}
else
{
- int dis = distance(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx);
+ POSITION dis = distance(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx);
/* Confused (etc.) monsters don't follow. */
if (MON_CONFUSED(m_ptr) || MON_STUNNED(m_ptr) || MON_CSLEEP(m_ptr)) continue;
}
}
- (void)COPY(&party_mon[num], &m_list[i], monster_type);
+ (void)COPY(&party_mon[num], ¤t_floor_ptr->m_list[i], monster_type);
num++;
{
for (i = m_max - 1; i >=1; i--)
{
- monster_type *m_ptr = &m_list[i];
- char m_name[80];
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
+ GAME_TEXT m_name[MAX_NLEN];
- if (!m_ptr->r_idx) continue;
+ if (!monster_is_valid(m_ptr)) continue;
if (!is_pet(m_ptr)) continue;
if (!m_ptr->nickname) continue;
if (p_ptr->riding == i) continue;
/* Pet of other pet may disappear. */
for (i = m_max - 1; i >=1; i--)
{
- monster_type *m_ptr = &m_list[i];
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
/* Are there its parent? */
- if (m_ptr->parent_m_idx && !m_list[m_ptr->parent_m_idx].r_idx)
+ if (m_ptr->parent_m_idx && !current_floor_ptr->m_list[m_ptr->parent_m_idx].r_idx)
{
/* Its parent have gone, it also goes away. */
if (is_seen(m_ptr))
{
- char m_name[80];
-
- /* Acquire the monster name */
+ GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, m_ptr, 0);
msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
}
- /* Delete the monster */
delete_monster_idx(i);
}
}
m_ptr = &party_mon[i];
/* Skip empty monsters */
- if (!m_ptr->r_idx) continue;
+ if (!monster_is_valid(m_ptr)) continue;
/* Hack -- Increase the racial counter */
real_r_ptr(m_ptr)->cur_num++;
int j;
POSITION d;
- for (d = 1; d < 6; d++)
+ for (d = 1; d < A_MAX; d++)
{
for (j = 1000; j > 0; j--)
{
if (m_idx)
{
- monster_type *m_ptr = &m_list[m_idx];
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
monster_race *r_ptr;
- cave[cy][cx].m_idx = m_idx;
+ current_floor_ptr->grid_array[cy][cx].m_idx = m_idx;
m_ptr->r_idx = party_mon[i].r_idx;
m_ptr->fx = cx;
m_ptr->ml = TRUE;
m_ptr->mtimed[MTIMED_CSLEEP] = 0;
-
- /* Paranoia */
m_ptr->hold_o_idx = 0;
m_ptr->target_y = 0;
/* Must repair monsters */
repair_monsters = TRUE;
}
-
- /* Update the monster */
- update_mon(m_idx, TRUE);
+ update_monster(m_idx, TRUE);
lite_spot(cy, cx);
/* Pre-calculated in precalc_cur_num_of_pet() */
/* r_ptr->cur_num++; */
/* Hack -- Count the number of "reproducers" */
- if (r_ptr->flags2 & RF2_MULTIPLY) num_repro++;
+ if (r_ptr->flags2 & RF2_MULTIPLY) current_floor_ptr->num_repro++;
/* Hack -- Notice new multi-hued monsters */
{
{
monster_type *m_ptr = &party_mon[i];
monster_race *r_ptr = real_r_ptr(m_ptr);
- char m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, m_ptr, 0);
msg_format(_("%sとはぐれてしまった。", "You have lost sight of %s."), m_name);
for (i = 1; i < m_max; i++)
{
monster_race *r_ptr;
- monster_type *m_ptr = &m_list[i];
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
- /* Skip dead monsters */
- if (!m_ptr->r_idx) continue;
+ if (!monster_is_valid(m_ptr)) continue;
/* Extract real monster race */
r_ptr = real_r_ptr(m_ptr);
/* Maintain artifatcs */
for (i = 1; i < o_max; i++)
{
- object_type *o_ptr = &o_list[i];
+ object_type *o_ptr = ¤t_floor_ptr->o_list[i];
/* Skip dead objects */
if (!o_ptr->k_idx) continue;
static void get_out_monster(void)
{
int tries = 0;
- int dis = 1;
- int oy = p_ptr->y;
- int ox = p_ptr->x;
- MONSTER_IDX m_idx = cave[oy][ox].m_idx;
+ POSITION dis = 1;
+ POSITION oy = p_ptr->y;
+ POSITION ox = p_ptr->x;
+ MONSTER_IDX m_idx = current_floor_ptr->grid_array[oy][ox].m_idx;
/* Nothing to do if no monster */
if (!m_idx) return;
monster_type *m_ptr;
/* Pick a (possibly illegal) location */
- int ny = rand_spread(oy, dis);
- int nx = rand_spread(ox, dis);
+ POSITION ny = rand_spread(oy, dis);
+ POSITION nx = rand_spread(ox, dis);
tries++;
if (!cave_empty_bold(ny, nx)) continue;
/* Hack -- no teleport onto glyph of warding */
- if (is_glyph_grid(&cave[ny][nx])) continue;
- if (is_explosive_rune_grid(&cave[ny][nx])) continue;
+ if (is_glyph_grid(¤t_floor_ptr->grid_array[ny][nx])) continue;
+ if (is_explosive_rune_grid(¤t_floor_ptr->grid_array[ny][nx])) continue;
/* ...nor onto the Pattern */
if (pattern_tile(ny, nx)) continue;
/*** It's a good place ***/
- m_ptr = &m_list[m_idx];
+ m_ptr = ¤t_floor_ptr->m_list[m_idx];
/* Update the old location */
- cave[oy][ox].m_idx = 0;
+ current_floor_ptr->grid_array[oy][ox].m_idx = 0;
/* Update the new location */
- cave[ny][nx].m_idx = m_idx;
+ current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
/* Move the monster */
m_ptr->fy = ny;
m_ptr->fx = nx;
- /* No need to do update_mon() */
+ /* No need to do update_monster() */
/* Success */
return;
}
/*!
- * マス構造体のspecial要素を利用する地形かどうかを判定するマクロ / Is this feature has special meaning (except floor_id) with c_ptr->special?
+ * マス構造体のspecial要素を利用する地形かどうかを判定するマクロ / Is this feature has special meaning (except floor_id) with g_ptr->special?
*/
#define feat_uses_special(F) (have_flag(f_info[(F)].flags, FF_SPECIAL))
*/
static void locate_connected_stairs(saved_floor_type *sf_ptr)
{
- int x, y, sx = 0, sy = 0;
- int x_table[20];
- int y_table[20];
+ POSITION x, y, sx = 0, sy = 0;
+ POSITION x_table[20];
+ POSITION y_table[20];
int num = 0;
int i;
/* Search usable stairs */
- for (y = 0; y < cur_hgt; y++)
+ for (y = 0; y < current_floor_ptr->height; y++)
{
- for (x = 0; x < cur_wid; x++)
+ for (x = 0; x < current_floor_ptr->width; x++)
{
- cave_type *c_ptr = &cave[y][x];
- feature_type *f_ptr = &f_info[c_ptr->feat];
+ grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ feature_type *f_ptr = &f_info[g_ptr->feat];
bool ok = FALSE;
if (change_floor_mode & CFM_UP)
ok = TRUE;
/* Found fixed stairs? */
- if (c_ptr->special &&
- c_ptr->special == sf_ptr->upper_floor_id)
+ if (g_ptr->special &&
+ g_ptr->special == sf_ptr->upper_floor_id)
{
sx = x;
sy = y;
ok = TRUE;
/* Found fixed stairs */
- if (c_ptr->special &&
- c_ptr->special == sf_ptr->lower_floor_id)
+ if (g_ptr->special &&
+ g_ptr->special == sf_ptr->lower_floor_id)
{
sx = x;
sy = y;
prepare_change_floor_mode(CFM_RAND_PLACE | CFM_NO_RETURN);
/* Mega Hack -- It's not the stairs you enter. Disable it. */
- if (!feat_uses_special(cave[p_ptr->y][p_ptr->x].feat)) cave[p_ptr->y][p_ptr->x].special = 0;
+ if (!feat_uses_special(current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat)) current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].special = 0;
}
else
{
*/
void leave_floor(void)
{
- cave_type *c_ptr = NULL;
+ grid_type *g_ptr = NULL;
feature_type *f_ptr;
saved_floor_type *sf_ptr;
- int quest_r_idx = 0;
+ MONRACE_IDX quest_r_idx = 0;
DUNGEON_IDX i;
/* Preserve pets and prepare to take these to next floor */
p_ptr->floor_id = get_new_floor_id();
}
-
/* Search the quest monster index */
for (i = 0; i < max_q_idx; i++)
{
if ((quest[i].status == QUEST_STATUS_TAKEN) &&
((quest[i].type == QUEST_TYPE_KILL_LEVEL) ||
(quest[i].type == QUEST_TYPE_RANDOM)) &&
- (quest[i].level == dun_level) &&
- (dungeon_type == quest[i].dungeon) &&
+ (quest[i].level == current_floor_ptr->dun_level) &&
+ (p_ptr->dungeon_idx == quest[i].dungeon) &&
!(quest[i].flags & QUEST_FLAG_PRESET))
{
quest_r_idx = quest[i].r_idx;
for (i = 1; i < m_max; i++)
{
monster_race *r_ptr;
- monster_type *m_ptr = &m_list[i];
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
- /* Skip dead monsters */
- if (!m_ptr->r_idx) continue;
+ if (!monster_is_valid(m_ptr)) continue;
/* Only maintain quest monsters */
if (quest_r_idx != m_ptr->r_idx) continue;
if (change_floor_mode & CFM_SAVE_FLOORS)
{
/* Extract stair position */
- c_ptr = &cave[p_ptr->y][p_ptr->x];
- f_ptr = &f_info[c_ptr->feat];
+ g_ptr = ¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x];
+ f_ptr = &f_info[g_ptr->feat];
/* Get back to old saved floor? */
- if (c_ptr->special && !have_flag(f_ptr->flags, FF_SPECIAL) && get_sf_ptr(c_ptr->special))
+ if (g_ptr->special && !have_flag(f_ptr->flags, FF_SPECIAL) && get_sf_ptr(g_ptr->special))
{
/* Saved floor is exist. Use it. */
- new_floor_id = c_ptr->special;
+ new_floor_id = g_ptr->special;
}
/* Mark shaft up/down */
/* Get out from or Enter the dungeon */
if (change_floor_mode & CFM_DOWN)
{
- if (!dun_level)
- move_num = d_info[dungeon_type].mindepth;
+ if (!current_floor_ptr->dun_level)
+ move_num = d_info[p_ptr->dungeon_idx].mindepth;
}
else if (change_floor_mode & CFM_UP)
{
- if (dun_level + move_num < d_info[dungeon_type].mindepth)
- move_num = -dun_level;
+ if (current_floor_ptr->dun_level + move_num < d_info[p_ptr->dungeon_idx].mindepth)
+ move_num = -current_floor_ptr->dun_level;
}
- dun_level += move_num;
+ current_floor_ptr->dun_level += move_num;
}
/* Leaving the dungeon to town */
- if (!dun_level && dungeon_type)
+ if (!current_floor_ptr->dun_level && p_ptr->dungeon_idx)
{
p_ptr->leaving_dungeon = TRUE;
if (!vanilla_town && !lite_town)
{
- p_ptr->wilderness_y = d_info[dungeon_type].dy;
- p_ptr->wilderness_x = d_info[dungeon_type].dx;
+ p_ptr->wilderness_y = d_info[p_ptr->dungeon_idx].dy;
+ p_ptr->wilderness_x = d_info[p_ptr->dungeon_idx].dx;
}
- p_ptr->recall_dungeon = dungeon_type;
- dungeon_type = 0;
+ p_ptr->recall_dungeon = p_ptr->dungeon_idx;
+ p_ptr->dungeon_idx = 0;
/* Reach to the surface -- Clear all saved floors */
change_floor_mode &= ~CFM_SAVE_FLOORS;
new_floor_id = get_new_floor_id();
/* Connect from here */
- if (c_ptr && !feat_uses_special(c_ptr->feat))
+ if (g_ptr && !feat_uses_special(g_ptr->feat))
{
- c_ptr->special = new_floor_id;
+ g_ptr->special = new_floor_id;
}
}
/* Get out of the my way! */
get_out_monster();
- /* Record the last visit turn of current floor */
- sf_ptr->last_visit = turn;
+ /* Record the last visit current_world_ptr->game_turn of current floor */
+ sf_ptr->last_visit = current_world_ptr->game_turn;
- /* Forget the lite */
forget_lite();
-
- /* Forget the view */
forget_view();
-
- /* Forget the view */
clear_mon_lite();
/* Save current floor */
* @return なし
* @details
* If the floor is an old saved floor, it will be\n
- * restored from the temporal file. If the floor is new one, new cave\n
+ * restored from the temporal file. If the floor is new one, new current_floor_ptr->grid_array\n
* will be generated.\n
*/
void change_floor(void)
panel_col_max = 0;
/* Mega-Hack -- not ambushed on the wildness? */
- ambush_flag = FALSE;
+ p_ptr->ambush_flag = FALSE;
/* No saved floors (On the surface etc.) */
if (!(change_floor_mode & CFM_SAVE_FLOORS) &&
!(change_floor_mode & CFM_FIRST_FLOOR))
{
- /* Create cave */
- generate_cave();
+ /* Create current_floor_ptr->grid_array */
+ generate_random_floor();
/* Paranoia -- No new saved floor */
new_floor_id = 0;
/* Forbid return stairs */
if (change_floor_mode & CFM_NO_RETURN)
{
- cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
+ grid_type *g_ptr = ¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x];
- if (!feat_uses_special(c_ptr->feat))
+ if (!feat_uses_special(g_ptr->feat))
{
if (change_floor_mode & (CFM_DOWN | CFM_UP))
{
/* Reset to floor */
- c_ptr->feat = floor_type[randint0(100)];
+ g_ptr->feat = feat_ground_type[randint0(100)];
}
- c_ptr->special = 0;
+ g_ptr->special = 0;
}
}
}
/* Maintain monsters and artifacts */
if (loaded)
{
- IDX i;
- s32b tmp_last_visit = sf_ptr->last_visit;
- s32b absence_ticks;
- int alloc_chance = d_info[dungeon_type].max_m_alloc_chance;
- int alloc_times;
+ MONSTER_IDX i;
+ GAME_TURN tmp_last_visit = sf_ptr->last_visit;
+ GAME_TURN absence_ticks;
+ int alloc_chance = d_info[p_ptr->dungeon_idx].max_m_alloc_chance;
+ GAME_TURN alloc_times;
- while (tmp_last_visit > turn) tmp_last_visit -= TURNS_PER_TICK * TOWN_DAWN;
- absence_ticks = (turn - tmp_last_visit) / TURNS_PER_TICK;
+ while (tmp_last_visit > current_world_ptr->game_turn) tmp_last_visit -= TURNS_PER_TICK * TOWN_DAWN;
+ absence_ticks = (current_world_ptr->game_turn - tmp_last_visit) / TURNS_PER_TICK;
/* Maintain monsters */
for (i = 1; i < m_max; i++)
{
monster_race *r_ptr;
- monster_type *m_ptr = &m_list[i];
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
- /* Skip dead monsters */
- if (!m_ptr->r_idx) continue;
+ if (!monster_is_valid(m_ptr)) continue;
if (!is_pet(m_ptr))
{
/* Maintain artifatcs */
for (i = 1; i < o_max; i++)
{
- object_type *o_ptr = &o_list[i];
+ object_type *o_ptr = ¤t_floor_ptr->o_list[i];
/* Skip dead objects */
if (!o_ptr->k_idx) continue;
}
else
{
- /* Newly create cave */
- generate_cave();
+ /* Newly create current_floor_ptr->grid_array */
+ generate_random_floor();
}
- /* Record last visit turn */
- sf_ptr->last_visit = turn;
+ /* Record last visit current_world_ptr->game_turn */
+ sf_ptr->last_visit = current_world_ptr->game_turn;
- /* Set correct dun_level value */
- sf_ptr->dun_level = dun_level;
+ /* Set correct current_floor_ptr->dun_level value */
+ sf_ptr->dun_level = current_floor_ptr->dun_level;
/* Create connected stairs */
if (!(change_floor_mode & CFM_NO_RETURN))
{
/* Extract stair position */
- cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
+ grid_type *g_ptr = ¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x];
/*** Create connected stairs ***/
/* No stairs down from Quest */
- if ((change_floor_mode & CFM_UP) && !quest_number(dun_level))
+ if ((change_floor_mode & CFM_UP) && !quest_number(current_floor_ptr->dun_level))
{
- c_ptr->feat = (change_floor_mode & CFM_SHAFT) ? feat_state(feat_down_stair, FF_SHAFT) : feat_down_stair;
+ g_ptr->feat = (change_floor_mode & CFM_SHAFT) ? feat_state(feat_down_stair, FF_SHAFT) : feat_down_stair;
}
/* No stairs up when ironman_downward */
else if ((change_floor_mode & CFM_DOWN) && !ironman_downward)
{
- c_ptr->feat = (change_floor_mode & CFM_SHAFT) ? feat_state(feat_up_stair, FF_SHAFT) : feat_up_stair;
+ g_ptr->feat = (change_floor_mode & CFM_SHAFT) ? feat_state(feat_up_stair, FF_SHAFT) : feat_up_stair;
}
/* Paranoia -- Clear mimic */
- c_ptr->mimic = 0;
+ g_ptr->mimic = 0;
/* Connect to previous floor */
- c_ptr->special = p_ptr->floor_id;
+ g_ptr->special = p_ptr->floor_id;
}
}
}
/* You see stairs blocked */
- else if ((change_floor_mode & CFM_NO_RETURN) &&
- (change_floor_mode & (CFM_DOWN | CFM_UP)))
+ else if ((change_floor_mode & CFM_NO_RETURN) && (change_floor_mode & (CFM_DOWN | CFM_UP)))
{
if (!p_ptr->blind)
{
/*
* Update visit mark
*
- * The "turn" is not always different number because
- * the level teleport doesn't take any turn. Use
- * visit mark instead of last visit turn to find the
+ * The "current_world_ptr->game_turn" is not always different number because
+ * the level teleport doesn't take any current_world_ptr->game_turn. Use
+ * visit mark instead of last visit current_world_ptr->game_turn to find the
* oldest saved floor.
*/
sf_ptr->visit_mark = latest_visit_mark++;
wiz_lite((bool)(p_ptr->pclass == CLASS_NINJA));
/* Remember when this level was "created" */
- old_turn = turn;
+ current_floor_ptr->generated_turn = current_world_ptr->game_turn;
/* No dungeon feeling yet */
- p_ptr->feeling_turn = old_turn;
+ p_ptr->feeling_turn = current_floor_ptr->generated_turn;
p_ptr->feeling = 0;
/* Clear all flags */
bool up = TRUE;
bool down = TRUE;
- s16b dest_floor_id = 0;
+ FLOOR_IDX dest_floor_id = 0;
/* Forbid up staircases on Ironman mode */
if (ironman_downward) up = FALSE;
/* Forbid down staircases on quest level */
- if (quest_number(dun_level) || (dun_level >= d_info[dungeon_type].maxdepth)) down = FALSE;
+ if (quest_number(current_floor_ptr->dun_level) || (current_floor_ptr->dun_level >= d_info[p_ptr->dungeon_idx].maxdepth)) down = FALSE;
/* No effect out of standard dungeon floor */
- if (!dun_level || (!up && !down) ||
+ if (!current_floor_ptr->dun_level || (!up && !down) ||
(p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) ||
p_ptr->inside_arena || p_ptr->inside_battle)
{
/* Extract current floor data */
sf_ptr = get_sf_ptr(p_ptr->floor_id);
-
- /* Paranoia */
if (!sf_ptr)
{
/* No floor id? -- Create now! */
/* Search old stairs leading to the destination */
if (dest_floor_id)
{
- int x, y;
+ POSITION x, y;
- for (y = 0; y < cur_hgt; y++)
+ for (y = 0; y < current_floor_ptr->height; y++)
{
- for (x = 0; x < cur_wid; x++)
+ for (x = 0; x < current_floor_ptr->width; x++)
{
- cave_type *c_ptr = &cave[y][x];
+ grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
- if (!c_ptr->special) continue;
- if (feat_uses_special(c_ptr->feat)) continue;
- if (c_ptr->special != dest_floor_id) continue;
+ if (!g_ptr->special) continue;
+ if (feat_uses_special(g_ptr->feat)) continue;
+ if (g_ptr->special != dest_floor_id) continue;
/* Remove old stairs */
- c_ptr->special = 0;
- cave_set_feat(y, x, floor_type[randint0(100)]);
+ g_ptr->special = 0;
+ cave_set_feat(y, x, feat_ground_type[randint0(100)]);
}
}
}
if (up)
{
cave_set_feat(p_ptr->y, p_ptr->x,
- (dest_sf_ptr->last_visit && (dest_sf_ptr->dun_level <= dun_level - 2)) ?
+ (dest_sf_ptr->last_visit && (dest_sf_ptr->dun_level <= current_floor_ptr->dun_level - 2)) ?
feat_state(feat_up_stair, FF_SHAFT) : feat_up_stair);
}
else
{
cave_set_feat(p_ptr->y, p_ptr->x,
- (dest_sf_ptr->last_visit && (dest_sf_ptr->dun_level >= dun_level + 2)) ?
+ (dest_sf_ptr->last_visit && (dest_sf_ptr->dun_level >= current_floor_ptr->dun_level + 2)) ?
feat_state(feat_down_stair, FF_SHAFT) : feat_down_stair);
}
/* Connect this stairs to the destination */
- cave[p_ptr->y][p_ptr->x].special = dest_floor_id;
+ current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].special = dest_floor_id;
}